EotI House Rules
Edge of the Imperium | |
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GM | |
Adam | |
Basic Module | |
Character Creation • Skills and Talents Equipment • Powers | |
New Systems | |
Void Ships • Wealth and Renown | |
House Rules | |
Alternate Archatypes |
Alternate Archatypes
The Imperium of Man is a static society built on class, rules, and obedience. As such, for the uncountable billions of souls within the Emperor's domain, it is the circumstances of their birth that define the quality and nature of their lives. To reflect the consequences of this nature of society, the Archetype available in Genesys is replaced with a character's Birthright. Mechanically they function the same, determining your starting array of attributes, wound threshold, strain threshold, starting experience, and a small selection of special benefits unique to the life you inherited.
Noblility
You were born as a peer of your planet, if not of the Imperium in its entirety, and counted among it's highest citizens. To be born to this station is to have had every conceivable advantage, from education and equipment to your very lifespan. Many nobles seem to do as they please but options should not be confused with freedoms, for the Peers of the Imperium are more closely watched and more tightly bound by social construct than any others in the galaxy. When they fail or fall, the Imperium itself might count the cost.
Brawn | Agility | Intellect | Willpower | Cunning | Presence |
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- Oblige: Nobility may remove from any Cool checks.
- Lineage: Nobility may remove from any Renown or Wealth checks.
Gentry
Neither as wealthy or regarded at the Nobility, nor as fit into their function as the Adepts, the Gentry are the oil and water that fill in the gaps of Imperial society. There are millions of jobs and functions that require more intelligence than the Menial and more flexibility than the Adept, it is here that the Gentry find their place. While some planets have more than others, the Gentry is the closest thing to normal that the Imperium offers.
Brawn | Agility | Intellect | Willpower | Cunning | Presence |
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- The Faithful: Gentry may add to any Fear or Corruption checks.
- Heart of Humanity: Gentry start with one rank of Knowledge: Imperium. They may still not raise this skill above 2 during character creation.
Savant
Whether by family line, cognitive testing or random chance, you were drawn forth at a malleable age to be formed into one of the great, specialized cogs that make the Imperium function. You may have become an adminisotrum scribe, a cold-hearted commissar, or even cloistered by the Mechanicum and taught the secrets of technology. Whatever it was, you and your assigned task became inseparable.
Brawn | Agility | Intellect | Willpower | Cunning | Presence |
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- Built to Purpose: After selecting a career, savants gain three ranks in 1 career skill. This replaces one of their career skill selections.
Menial
Among the billions of worlds of the Imperium, there are billions of manufactorms, billions of mines, even millions of farms and they all rely on one thing, the nearly limitless manpower available to the Imperium of Man. You were born among these workers, the toiling lifeblood of the Imperial war machine. Hard work and repetitive tasks are second nature to you, and you know there is nothing humanity cannot do with enough sweat and blood.
Brawn | Agility | Intellect | Willpower | Cunning | Presence |
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- Conditioning: Menials may remove a from any Athletics or Resistance checks.
- Resiliant: Once per session, Menials may ignore a single instance of strain or wound damage.
Stubjack
In a galaxy where war is unending, you were born to hold a gun. You may have been born in a Fortress world, to a camp follower of the Astra Millitarum, or in a city torn by gang warfare. The result is the same, death and violence are as old to you as life itself.
Brawn | Agility | Intellect | Willpower | Cunning | Presence |
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- Live by the Gun: Stubjacks my ignore the first instance of running out of ammunition, having their weapon destroyed or being disarmed during a session.
- Die by the Gun: When rolling initiative, Stubjacks may spend two strain to relocate to a piece of cover within short range.
Scapegrace
You were born to scavengers and wildmen, people who take little from Imperial society and give little in return. Outsiders and disconnected miscreants, scapegrace live off the bounty of the land. Whether the land is a deadly jungle, the depths of the underhive or even amongst the very faceless masses themselves changes little to the scapegrace. You live by your wits and gather anything of value that can be found along the way.
Brawn | Agility | Intellect | Willpower | Cunning | Presence |
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- Everythings Useful: Scapegrace count their encumberance threshold as 2 higher.
- Rats in the Night: Scapegrace may remove a from stealth and coordination checks.
Alternate Careers
Open Careers
Rather than selecting a career, each player simply selects the eight skills which are most important to the character concept, and these become Career Skills. When selecting skills this way, players may not choose any of the three "Arts" or any "Forbidden Lore" as career skills. (There is no situation where these become "easy" for anyone to learn). Similarly, Mechanics and Computers should only be selected as Career Skills by individuals who have had Mechanicus training or another strong narrative reason to possess them, as they both involve carefully controlled skills and knowledge.